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-   -   Dialogue Success / Failure (http://sto-forum.perfectworld.com/showthread.php?t=417051)

azurianstar 10-16-2012 11:45 PM

Dialogue Success / Failure
 
I'm working on a Dialogue with Success / Failure, but the Failure option is no longer appearing.

Was this feature removed?



EDIT: Seems this feature only works for Popup Dialogues that are independent of the Storyline Tree. Anyone have a clue to get those to work with success / failure?

thegreendragoon1 10-17-2012 12:00 AM

Failures can also be used on Dialog with Contact, but those are the only two dialog trees that support failure.

azurianstar 10-17-2012 12:11 AM

Unfortunately, what I intend was to be a puzzle. So right now my options are not to do it or use rebounds (going back to certain dialogue boxes). :(

nagorak 10-17-2012 01:54 AM

A lot of times you can substitute a map dialogue without really losing anything. It's possible to make it impossible to proceed with a map dialogue, just block the way with invisible walls or a force field, etc, or don't tell the player where to go.

Another option if it's on the ground is to use a contact reskinned as a console. That has the benefit of allowing the player to interact with it multiple times.

The problem with the failed dialogues is they minimize on the screen and that might be confusing to some players. Looping back is probably a better alternative in general, simply because you avoid that problem.

azurianstar 10-17-2012 11:44 PM

Well in the end I just worked out the loop, but wanted to have the failure option so it was similar to you entering password, getting an error, then starting over.

Perhaps this is something the Foundry Team could consider adding in the future, minigames of various types of logic puzzles. Keypads, lever combinations, etc.

thegreendragoon1 10-18-2012 07:12 AM

Keep in mind that with non-failure dialogs, all the player has to do to continue is minimize the dialog.

Quote:

Originally Posted by azurianstar (Post 6138001)
Well in the end I just worked out the loop, but wanted to have the failure option so it was similar to you entering password, getting an error, then starting over.

Perhaps this is something the Foundry Team could consider adding in the future, minigames of various types of logic puzzles. Keypads, lever combinations, etc.

I don't think we'll ever see anything more complex than the dialog tree. Eventually, we'll get the Dialog with Object which is perfect for doing this sort of thing.

nagorak 10-18-2012 06:07 PM

Quote:

Originally Posted by thegreendragoon1 (Post 6140871)
Keep in mind that with non-failure dialogs, all the player has to do to continue is minimize the dialog.

Players don't know that by and large. If they don't know what to look for, telling a map dialogue apart from a story dialogue is not very easy. Not to mention, they won't be able to continue if, for example, that force field only drops on a "Dialogue Prompt Reached" set to the "success" outcome.


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